That is why I originally rejected the bad luck theory. But then I watched James Pei get his ass handed to him in round 1 by a nobody that got the luck.

I respect you have more experience and time with the game. I'm not questioning that. Nor am I trying to pretend that some of my moves have been the best.

However, the game involves three compounding "luck" factors. The number of 1's, 2's and 3's one draws and when, which 1's, 2's and 3's one draws and when, the weight of cards drawn in relation to the other player, then the dice. That's a lot of random that impacts the game and the players have NO control over whatsoever. About three times more random than your average wargame.

Consider our last game when I was the Union. You raided through HF to Philli and I lost a third of my reinforcements. Ultimately it resulted the following turn in game over. Had Mac rolled a 1-2 on the intercept it wouldn't have happened. Instead of hitting 2 @ HF defending @ +2, you'd have run into 5 @ +6 likely costing both of us 3 SP's and ending your movement. No raid and 6 extra Union reinforcements. That's a pretty damn big die roll that ultimately decided the outcome of the game. Against a Union that had drawn as many 1's as everything else put together.

Hence why I feel that an even game would be great fun. You'd still likely outplay me, but that'd be my fault entirely rather than being hamstrung by disproportionate card draws. But we've played 4 times, and I've played another 4 games, and I've yet to see anything come close. Always one side (not always me surprisingly) has got a far shorter end of the stick and have subsequently lost.

I'd suggest it is why CDG's since FtP invented the mechanic all have luck mitigating mechanics added in. "Clash of Monarch's" for example gives each player their own deck. Draw well one turn means you'll draw weak later. "Twilight Struggle" allows the opponent some ability to activate their event if you play it. And so on. Nothing evens up FtP.

72

12/21/2018 10:03:00 PM

Summer 1861

Union

Message

I will say that your luck has been pretty bad in our games. This game is also very chaotic, and at times counter-intuitive with how swingy one activation can be. I don't agree that luck plays as great a role as you believe it does (it does swing the game occasionally as in any game with dice and cards), but if you look at how one guy wins the WBC tournament just about every single year, you have to believe that skill and knowledge of the game play the greatest part in deciding the outcome.

71

12/21/2018 4:55:00 PM

Summer 1861

Confederate

Message

auto 1/1 Beau n2

would stop there. Needed to get through the medium battles only losing 1. If AoP didn't intercept into Gordonsville then Beau with (eventually) 1 could've got to Manassas. That might've made the Fall worth playing. AoP cut off and down to 3, no more PC's in VA, the 2 leaders struggling to help and the AoNV back to 8. "If" the Union drew poorly the whole situation in the East probably could've been stabilised.

But it always comes down to luck. Luck of the cards, luck of which cards and when, luck of the dice. Imo, the luck compounds in this game. It only has to lean one way or the other for profound effect. If it stacks one way or the other not even the highest ranked player in the World can withstand it....

I can only imagine that a game of FtP where the luck of the cards and dice was evenly shared would be very intense and exciting. Alas, it seems to be the exception. I was hoping to see how the Union could hold the Rebs at bay for the first 2 years. My puzzle. The answer seems to be "draw better cards", or "hope the Rebs draw lots of 1's."

I wish I could love this game rather than be so disenchanted by it.

70

12/21/2018 4:32:00 PM

Summer 1861

Confederate

Message

Banks TTm4 Lynch

69

12/21/2018 4:30:00 PM

Summer 1861

Confederate

Die roll request

Request: 6-sided die x 2

63

Message from Confederate:Small battle 4 vs 1

CSA +6USA +2

68

12/21/2018 4:29:00 PM

Summer 1861

Confederate

Message

...and that's my luck. Lose 2

m3 ACH

67

12/21/2018 4:28:00 PM

Summer 1861

Confederate

Die roll request

Request: 6-sided die x 2

45

Message from Confederate:Med battle 6 vs 1

CSA +7USA +2

66

12/21/2018 4:27:00 PM

Summer 1861

Confederate

Play Strategy card as Operations

#100: 3 / ShilohConfederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space with a Confederate General who is then activated and must attempt to enter a space with at least one or more Union SPs or fort. If a general casualty occurs in a battle caused by this card, the Commanding General is eligible, this is an exception to the rules. See 4.5.

Message from Confederate:The Hail Mary that needs some luck. I had hoped to concentrate before your bombardment.

Beau with 6 from Richmond (AoNV n1)m1-2 Burkeville

65

12/20/2018 8:25:00 PM

Summer 1861

Confederate

Message

Unfortunately no vassal module. I'll have to let you know how it plays.

64

12/20/2018 11:42:00 AM

Summer 1861

Union

Message

Never played that one, but I am curious.

63

12/20/2018 3:01:00 AM

Summer 1861

Confederate

Message

Yet to play a single game where the Union gets a proportionate deal. It is little wonder most games finish in half the time the actual war took. What a red flag that is! It isn't so much a card "driven" game. More a card "determined" game, with dice! Less luck and more strategy involved playing poker.

I could go clear Weldon and open up supply again but it will only be yet another one way exercise in masochism. I can't be bothered. Time to play the US Civil War by Simonitch.

62

12/20/2018 2:06:00 AM

Summer 1861

Union

Message

now if I could draw like that against nick...

61

12/20/2018 1:55:00 AM

Summer 1861

Confederate

Message

6 x 3 cards (7 if you count the 3 PC event) and a discard out of 9? Bit rich for me.

60

12/20/2018 1:22:00 AM

Summer 1861

Union

Play Strategy card as Event

#99: 3 / Minor CampaignConduct up to two moves or conduct one special army-size naval move. No SP, general, or army marker may be moved twice with the same campaign card. You must move a different force each move.

#80: 1 / Southern Religious RevivalConfederate player immediately receives three SPs in a single space, and loses three SW points. SPs must be placed in a friendly controlled space (including Pro-Union spaces) with a LOC free of Union SPs.

#101: 3 / ChickamaugaConfederate Player may move 5 SPs using Strategic Movement (rail connections only) to the same space with a Confederate General who is then activated and must attempt to enter a space with at least one or more Union SPs or fort. If a general casualty occurs in a battle caused by this card, the Commanding General is eligible, this is an exception to the rules. See 4.5.

#118: 3 / Mexican Supply LineConfederate player receives 2 SP in any friendly controlled Texas space (both SPs placed in the same space). The space does not need a LOC. The space may not contain Union SPs or forts. If no eligible space exists the SPs are lost.

Message from Confederate:Marshall TX n2

52

12/19/2018 12:21:00 PM

Summer 1861

Union

Play Strategy card as Event

#10: 3 / Dorothea DixUnion immediately receives three SPs. Place in the Union Capital or in any space (friendly or not) that contains a Union army with a LOC.

Message from Union:AoP n13

51

12/19/2018 3:57:00 AM

Summer 1861

Confederate

Play Strategy card as Operations

#51: 1 / Confederate TorpedoesConfederate receives three torpedo counters. Must be placed in a friendly controlled port, and no more than one per space. Torpedoes provide a -1 DRM against Running the Guns and a +1 DRM against amphibious assaults.

Message from Confederate:PC Paducah

50

12/19/2018 2:33:00 AM

Summer 1861

Union

Play Strategy card as Operations

#19: 1 / BelmontEither player may move up to two infantry SPs from the same space as if led by a General. This move is a Corps move and may enter enemy controlled spaces because the SPs are moving as if they are led by a general.

Message from Union:Fort Hanover

49

12/19/2018 2:07:00 AM

Summer 1861

Confederate

Play Strategy card as Operations

#11: 2 / Nathaniel LyonUnion places or flips three PC markers in Missouri. The spaces may not contain Confederate SPs or forts.

#42: 2 / Kentucky AnarchyRemove up to three enemy PC markers in Kentucky. You must also remove one of your own PC markers from the state if you have any there. Removal of a PC marker makes a space neutral. Remove from deck if event is played.

Message from Confederate:Beau & 2 to Hanover

20

12/18/2018 9:47:00 PM

Spring 1861

Union

Play Strategy card as Event

#44: 2 / Western VirginiaPlace three Union PC markers in any West Virginia space free of Confederate SPs. If the space contains a Confederate PC marker, it is flipped. Remove from deck if event is played.

Message from Union:Grafton and Franklin and Wheeling.

19

12/18/2018 5:05:00 PM

Spring 1861

Confederate

Play Strategy card as Operations

#120: 1 / Horace Greeley EditorialIf played by the Union increase Union SW by 1. If played by the Confederate decrease Union SW by 1.

Message from Confederate:Leader re-org

AJ to Richmond

18

12/18/2018 5:01:00 PM

Spring 1861

Confederate

Message

..and it continues....

17

12/18/2018 5:00:00 PM

Spring 1861

Confederate

Discard random Strategy card

Operations - 3 / Minor Campaign

Message from Confederate:

16

12/18/2018 2:20:00 PM

Spring 1861

Union

Play Strategy card as Event

#119: 2 / War in the West: Valverde/Glorietta PassRandomly remove one strategy card from your opponent’s hand, which is discarded. Remove from deck if event is played.

Message from Union:JJ dying turn 1 is pretty unfortunate, plus I always seem to draw these against you

15

12/18/2018 1:02:00 AM

Spring 1861

Confederate

Message

I had rejected the "bad luck" theory. But some good luck certainly goes a long way in this game! :)